CN112565802B - Live interaction method, system, server and storage medium - Google Patents

Live interaction method, system, server and storage medium Download PDF

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Publication number
CN112565802B
CN112565802B CN202011379070.4A CN202011379070A CN112565802B CN 112565802 B CN112565802 B CN 112565802B CN 202011379070 A CN202011379070 A CN 202011379070A CN 112565802 B CN112565802 B CN 112565802B
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China
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client
game
audience
audio
video data
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CN112565802A (en
Inventor
张忠义
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/472End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content
    • H04N21/47202End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification, for manipulating displayed content for requesting content on demand, e.g. video on demand
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Databases & Information Systems (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The embodiment of the application discloses a live interaction method, a live interaction system, a live interaction server and a live interaction storage medium. The method comprises the following steps: receiving a game control command sent by the anchor client; operating a game based on the game control command, and generating corresponding game data; receiving audio and video data sent by the anchor client, and carrying out merging operation on the audio and video data and the game data to obtain merged RTC audio and video data; and pushing the converged RTC audio and video data to the audience client through a content distribution node. By the method, the RTC live broadcast data is pushed to the audience through the content distribution node, so that the watching requirement of the audience can be met, and the bandwidth resource of the server can be saved.

Description

Live interaction method, system, server and storage medium
Technical Field
The present application relates to the field of live interaction, and in particular, to a live interaction method, system, server, and storage medium.
Background
With the progress of network technology and the acceleration of networks, network live broadcast has been developed and applied obviously, such as game live broadcast, talent live broadcast, make-up live broadcast, through live broadcast, etc. To boost its own game level, a game fan (spectator) will watch the live of the game host. In a related cloud video live broadcast mode, the video and audio of the game of the audience client are synchronous with the video and audio of the anchor client, and a large amount of bandwidth resources of the server can be consumed without forwarding through the CDN.
Disclosure of Invention
In view of the above problems, embodiments of the present application provide a live interaction method, a system, a server, and a storage medium, so as to improve the above problems.
In a first aspect, an embodiment of the present application provides a live interaction method, which is applied to a cloud game live platform, where the cloud game live platform is connected with a hosting client and a spectator client, and the method includes: receiving a game control command sent by the anchor client; operating a game based on the game control command, and generating corresponding game data; receiving audio and video data sent by the anchor client, and carrying out merging operation on the audio and video data and the game data to obtain merged RTC audio and video data; and pushing the converged RTC audio and video data to the audience client through a content distribution node.
In a second aspect, an embodiment of the present application provides a live interaction system, where the system includes a hosting client, a cloud game live platform, and an audience client, where the cloud game live platform is connected to the hosting client and the audience client; the cloud game live broadcast platform is used for receiving game control commands sent by the anchor client; the cloud game live platform is used for operating a game based on the game control command and generating corresponding game data; the cloud game live broadcast platform is used for receiving the audio and video data sent by the anchor client, and carrying out confluence operation on the audio and video data and the game data to obtain the confluent RTC audio and video data; and the cloud game live broadcast platform is used for pushing the RTC audio and video data after the confluence to the audience client through a content distribution node.
In a third aspect, embodiments of the present application provide a server comprising one or more processors and memory; one or more programs are stored in the memory and configured to be executed by the one or more processors to implement the methods described above.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having program code stored therein, wherein the program code, when executed by a processor, performs the method described above.
According to the live broadcast interaction method, system, server and storage medium, game control commands sent by a main broadcasting client are received firstly, then games are operated based on the received game control commands, corresponding game data are generated, audio and video data sent by the main broadcasting client are received, merging operation is carried out on the audio and video data and the game data, RTC audio and video data after merging are obtained, and finally the RTC audio and video data after merging are pushed to a spectator client through a content distribution node. By the method, the RTC live broadcast data is pushed to the audience through the content distribution node, so that the watching requirement of the audience can be met, and the bandwidth resource of the server can be saved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 shows a block diagram of a live interaction system according to an embodiment of the present application;
fig. 2 shows a block diagram of a cloud game live platform of a cloud game service in a live interaction system according to an embodiment of the present application;
FIG. 3 is a flowchart of a live interaction method according to an embodiment of the present application;
FIG. 4 shows a flowchart of a live interaction method according to another embodiment of the present application;
fig. 5 shows a flowchart of a live interaction method according to another embodiment of the present application;
FIG. 6 is a flow chart illustrating a method of live interaction as set forth in yet another embodiment of the present application;
FIG. 7 is a schematic diagram of a newly created game instance in a live interaction method according to an embodiment of the present application;
Fig. 8 is a schematic structural diagram of a live interaction device according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of still another live interaction device according to an embodiment of the present application;
fig. 10 is a schematic structural diagram of a live interaction system according to an embodiment of the present application;
FIG. 11 shows a block diagram of a server for executing a live interaction method according to an embodiment of the present application in real time;
fig. 12 shows a storage unit for storing or carrying program codes implementing a live interaction method according to an embodiment of the present application in real time.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
Cloud gaming (Cloud gaming), which may also be referred to as game on demand, is an online gaming technology based on Cloud computing technology. Cloud gaming technology enables lightweight devices (thin clients) with relatively limited graphics processing and data computing capabilities to run high quality games. In a cloud game scene, the game is not run in a player game terminal, but is run in a cloud server, the cloud server renders the game scene into a video and audio stream, and the video and audio stream is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capability, and only needs to have basic streaming media playing capability and the capability of acquiring player input instructions and sending the player input instructions to the cloud server.
The inventor finds that the game audio and video of the audience client is synchronous with the game audio and video of the anchor client in the research of the related live broadcast interaction method based on the cloud game, and a large amount of bandwidth resources of the server can be consumed without the transmission of the CDN.
Therefore, the inventor proposes a method, a system, a server and a storage medium for firstly receiving game control commands sent by a hosting client, then operating a game based on the received game control commands, generating corresponding game data, receiving audio and video data sent by the hosting client, performing merging operation on the audio and video data and the game data to obtain merged RTC audio and video data, and finally pushing the merged RTC audio and video data to a spectator client through a content distribution node, and pushing RTC live broadcast data to spectators through the content distribution node.
The following describes an application environment of the live interaction method provided by the implementation of the invention:
referring to fig. 1, the live interaction method provided by the embodiment of the present invention may be applied to a live interaction system 100, where the live interaction system 100 may include a hosting client 110, a cloud game server 120, a live server 130, and a viewer client 140. The hosting client 110 includes a game device 111 and a live broadcast device 112, where the game device 111 is configured to receive a game audio/video stream transmitted by the cloud game server 120, and transmit an operation instruction of a host on a game to the cloud game server 120, and the live broadcast device 112 is configured to record a video of the host, and transmit the audio/video stream of the host to the live broadcast server 130.
The cloud game server 120 is configured to generate a game instance, receive a game operation instruction of the hosting client 110, operate the game instance according to the game operation instruction, and transmit corresponding game sound and picture back to the game device 111 in real time, while the cloud game server 120 transmits the game sound and picture to the live broadcast server 130, and pushes the game sound and picture to the audience through the live broadcast server 130.
The live broadcast server 130 is configured to receive game sound and picture transmitted by the cloud game server 120 and sound and picture transmitted by the live broadcast device 112 of the host, merge the game sound and picture transmitted by the cloud game server 120 and sound and picture transmitted by the live broadcast device 112 of the host according to a preset rule, and push the merged audio and video stream to the audience.
The spectator client 140 is a client that spectators use to watch live games, and the spectator client 140 may be used to watch audio and video streams delivered by the live server 130, or may be used to interact with the host.
In this embodiment of the present application, the live interaction system 100 may further include a greater number of servers, and may also include a greater number of terminal devices, where the servers that communicate with different terminal devices may be the same server, may also be different servers, and may also be the same number of servers that communicate with different terminal devices, and this application is not limited thereto. It is further understood that the server in the system 100 may be any device having a transceiver function or a chip disposed on the device.
Further, referring to fig. 2, a schematic block diagram of each of the cloud game server 110 and the live broadcast server 120 in the live broadcast interactive system 100 is shown. The cloud game server 110 may include a control module, an RTC media service, and a game instance, and the live broadcast server 120 includes a merging module, a transcoding module, and an RTMP media service. Specifically, the control module is mainly responsible for receiving media streams transmitted by a host, injecting control commands into game instances, and operating the game; a game entity running on the cloud game server 110 for the game instance receives an operation command of the control module to operate the game; the RTC media service is mainly responsible for receiving the sound and picture of the game instance and transmitting the sound and picture of the game instance to the hosting and live broadcast server 120 through the RTC media stream; the converging module is mainly responsible for converging the streaming media of the RTC media of the game to the streaming audio and video streaming of the host side according to a preset rule; the transcoding module is mainly responsible for transcoding RTMP media streams of an RTC media stream process, pushing the RTMP media streams to RTMP media services and carrying out RTMP media stream bypass live broadcast; the RTMP media service is mainly responsible for receiving RTMP media streams and distributing the RTMP media streams to CDN nodes.
Embodiments of the present application will be described in detail below with reference to the accompanying drawings.
Referring to fig. 3, a live interaction method provided in an embodiment of the present application is applied to a cloud game live platform, where the cloud game live platform is connected to a hosting client and a spectator client, and the method includes:
s110: and receiving a game control command sent by the anchor client.
As one approach, the game control commands are used to control game instances. When the anchor client starts to operate the cloud game, the anchor client sends a game control command to the cloud game live platform.
Optionally, the cloud live platform may actively acquire the game control command sent by the anchor client, or may passively acquire the game control command sent by the anchor client. Specifically, the cloud game live broadcast platform actively acquiring the game control command sent by the host client may be understood as periodically and automatically initiating a game control command acquisition request to the host client by the cloud game live broadcast platform, and the cloud game live broadcast platform may start to acquire the game control command to the host client in real time after receiving the game live broadcast request sent by the live broadcast client. The cloud game live platform passively acquires the game control command sent by the anchor client, which can be understood as that the cloud game starts to acquire the game control command sent by the anchor client only when the game control command sent by the anchor client is detected.
S120: and operating the game based on the game control command, and generating corresponding game data.
As one mode, the game data includes game sounds and game pictures. When the cloud game live broadcast platform receives a game control command sent by the anchor client, controlling a game instance according to the game control command, generating game sound and a game picture corresponding to the game control command, and transmitting the generated game sound and the generated game picture to the anchor client in real time.
S130: and receiving the audio and video data sent by the anchor client, and carrying out merging operation on the audio and video data and the game data to obtain the merged RTC audio and video data.
As one way, the audio-video data includes audio data and video data. When the video and audio data starts to play live broadcast at the anchor client, the anchor client starts to conduct audio and video recording operation on the anchor in real time, and further the video and audio data of the anchor client are generated in real time. After the anchor client generates audio data and video data about the anchor, the anchor client transmits the audio data and the video data of the anchor to the cloud game live platform.
And after receiving the audio and video data sent by the anchor client, the cloud live broadcast platform performs merging operation on the audio and video data and the generated game data according to a preset merging rule, merges two paths of media streams into one path of media stream, and obtains the merged RTC audio and video data.
Specifically, when the cloud game live broadcast platform performs the merging operation on the audio and video data sent by the anchor client and the generated game data according to a preset merging rule, preset merging parameters can be obtained, and the merging operation is performed on the audio and video data sent by the anchor client and the generated game data according to the merging parameters. The merging parameter may include parameters such as whether to merge and how to layout the audio and video data of the required merging. Specifically, the merging parameter may be preset by a developer.
S140: and pushing the converged RTC audio and video data to the audience client through a content distribution node.
As one way, the cloud game live broadcast platform pushes the RTC audio and video data obtained after the merging operation according to the preset merging rule to the audience client through the content distribution node.
According to the live broadcast interaction method provided by the embodiment, firstly, a game control command sent by a main broadcasting client is received, then, a game is operated based on the received game control command, corresponding game data are generated, audio and video data sent by the main broadcasting client are received, merging operation is carried out on the audio and video data and the game data, RTC audio and video data after merging are obtained, and finally, the RTC audio and video data after merging are pushed to a spectator client through a content distribution node. By the method, the RTC live broadcast data is pushed to the audience through the content distribution node, so that the watching requirement of the audience can be met, and the bandwidth resource of the server can be saved.
Referring to fig. 4, a live broadcast interaction method provided in an embodiment of the present application is applied to a cloud game live broadcast platform, where the cloud game live broadcast platform is connected with a hosting client and a spectator client, and the cloud game live broadcast platform includes a cloud game server and a live broadcast server, and the method includes:
s210: the anchor client sends a game control command to the cloud game server.
In the embodiment of the application, a host player initiates a game live broadcast request, and an RTC link path is established among a host player client, a cloud game server and a live broadcast server. The anchor client sends a game request to the cloud game server through the RTC link path, and the cloud game server creates a game instance after receiving the game request sent by the anchor client. When the cloud game server creates the game instance, confirmation information can be sent to the anchor client in real time, when the anchor client receives the confirmation information, the cloud game server is determined to have created the game instance, the game can be started to operate, and then the anchor can send a game control command to the cloud game server through the anchor client.
Specifically, when the anchor client detects that the anchor starts to operate the game, a game control command corresponding to the anchor operation is sent to the cloud game server in real time, and the game control command may include, for example, the control of the position, skill, etc. of the game character in the game.
S220: the cloud game server operates a game based on the game control command, and generates corresponding game data.
As one way, when the cloud game server receives the game control command sent by the anchor client, the cloud game server operates the game according to the game control command to generate corresponding game data. Wherein, the game data is RTC game data.
S230: and the cloud game server pushes the game data to the live broadcast server through an RTC link path.
As one way, after the cloud game server generates the corresponding RTC game data, the RTC game data is sent to the live broadcast server through the RTC link path.
S240: and the live broadcast server receives the audio and video data sent by the anchor client, and performs merging operation on the audio and video data and the game data to obtain the merged RTC audio and video data.
As one mode, the live broadcast server performs merging operation on the audio and video data and the RTC game data according to a preset merging rule, and then obtains the merged RTC audio and video data.
S250: and if the audience client is a first audience client, the live broadcast server pushes the RTC audio and video data after the confluence to the first audience client.
As one approach, the first viewer client is an interactive viewer client. Specifically, when the live broadcast server pushes the RTC audio and video data after the confluence to the audience client, different types of audio and video data can be pushed to different types of audience clients according to the types of the audience clients. Specifically, when the audience client is an interactive audience client, the interactive audience client is added into the RTC link channel, and further, the live broadcast server can directly push RTC audio and video data to the interactive audience client through the RTC link channel.
S260: and if the audience client is a second audience client, the live broadcast server pushes the RTC audio and video data after the confluence to the second audience client through a CDN node.
As one approach, the second viewer client is a normal viewer client. When the audience client is a common audience client, the live broadcast server pushes RTC audio and video data to the common audience client through CDN nodes.
According to the live broadcast interaction method provided by the embodiment, a cloud game server receives a game control command sent by a main broadcasting client, operates a game according to the received game control command, generates corresponding game data, pushes the game data to a live broadcast server through an RTC link path, the live broadcast server receives audio and video data sent by the main broadcasting client, performs merging operation on the audio and video data and the game data to obtain merged RTC audio and video data, if the audience client is a first audience client, the live broadcast server pushes the merged RTC audio and video data to a first user, and if the audience client is a second audience client, the live broadcast server pushes the merged RTC audio and video data to the first audience client through a content distribution node. By the method, two live broadcast pushing modes are provided, different live broadcast streams can be pushed for different audiences, RTC live broadcast data are pushed to the audiences through the content distribution node, viewing requirements of the audiences can be met, and bandwidth resources of a server can be saved.
Referring to fig. 5, a live broadcast interaction method provided in an embodiment of the present application is applied to a cloud game live broadcast platform, where the cloud game live broadcast platform is connected with a hosting client and a spectator client, and the cloud game live broadcast platform includes a cloud game server and a live broadcast server, and the method includes:
s310: and receiving a game control command sent by the anchor client.
S320: and operating the game based on the game control command, and generating corresponding game data.
S330: and receiving the audio and video data sent by the anchor client, and carrying out merging operation on the audio and video data and the game data to obtain the merged RTC audio and video data.
The detailed explanation of the steps included in S310, S320 and S330 may refer to the corresponding steps in the foregoing embodiments, and will not be repeated here.
S340: if the audience clients interact with the anchor client, the audience client which interacts with the anchor client in the audience clients is used as a first audience client, and the converged RTC audio and video data is pushed to the first audience client through an RTC link path.
In an embodiment of the present application, if there is an audience client that interacts with the anchor client in the audience clients, the step of using the audience client that interacts with the anchor client in the audience clients as the first audience client may include: receiving an interaction request sent by a target audience client, and sending the interaction request to the anchor client, wherein the target audience client is an audience client initiating the interaction request in the audience clients; and if the interaction request is received, the target audience client is taken as a first audience client.
Specifically, in the embodiment of the present application, a host may log in to the cloud game live platform through a host client having a host authority, and a viewer may log in to the cloud game live platform through a viewer client having a viewer authority. Of course, both the anchor and the spectator may log into the cloud game live platform to play the cloud game. After logging in, the spectator can operate on spectator clients through which interactions are performed in the cloud game live platform. For example, the spectator may perform a preset operation in the spectator client, triggering the game interaction function. In response to a user operation by the viewer, the viewer client may send an interactive request to the live server. After the live broadcast server receives the interaction request, the live broadcast server may send the interaction request to the cloud game server.
Further, the viewer may also send an interactive request to the anchor via the viewer client. Specifically, the audience client can actively initiate an interaction request to the anchor client, when the anchor client receives the interaction request sent by the audience client, the anchor client can select to agree with the interaction or not agree with the interaction, when the anchor client selects to agree with the interaction, the anchor client sends an agreement interaction request to the audience client sending the interaction request, the audience client sending the interaction request is used as a first audience client, and when the first audience client receives the agreement interaction request sent by the anchor client, the anchor client and the first audience client start to perform interaction operation. In this embodiment of the present application, the interaction request may include an interaction manner, where the interaction manner between the anchor client and the audience client may include a communication interaction between the audience client and the anchor client, a game control right exchange between the audience client and the anchor client, and a co-screen game performed by the audience client and the anchor client together. The same screen game refers to that the game picture seen by the audience client and the game picture seen by the anchor client are the same, a plurality of game roles can exist in the same game picture, and the anchor client and the audience client control different roles in the same game instance. The audience client and the anchor client exchange game control rights, specifically, the anchor transmits an invitation for transferring the game control rights to the audience client participating in the interaction through a live broadcast server of a cloud game live broadcast platform on the anchor client, the audience participating in the interaction receives the invitation for transferring the game control rights of the anchor client on the audience client, after the audience client participating in the interaction receives the invitation for transferring the game control rights transmitted by the anchor client, the game control rights are obtained, the audience who has obtained the game control rights can output an audience game operation instruction to the cloud game server through the audience client, when the cloud game server receives the audience game operation instruction transmitted by the audience client participating in the interaction, the audience client who has obtained the game control rights operates the game according to the audience game operation instruction, and acquires the head images and the sound of the audience participating in the interaction in real time and transmits the head images and the sound to the live broadcast server. Optionally, after receiving the transfer game control right invitation from the anchor client, the anchor client may detect whether the game operation is supported, if the game operation is supported by the anchor client, the anchor client may obtain the game control right, and if the game operation is not supported by the anchor client, the anchor client may not obtain the game control right, and in the above case, the anchor client may send a confirmation message for refusing to accept the transfer game control right to the anchor client, and further, when the anchor client receives the confirmation message, may send an invitation for transferring the game control right to other anchor clients participating in the interaction again.
Optionally, the audience client may include an interaction button, and when the audience client clicks the interaction button, the audience client may send an interaction request to the anchor client, and the audience client may also send an interaction ending request to the anchor client. Specifically, when detecting an operation of clicking the interactive key for a single time, the audience client sends an interactive request to the anchor client; when the operation of clicking the interactive key twice is detected, the audience client sends an interaction ending request to the anchor client. The preset conditions for sending the interaction request and ending the interaction request can be set arbitrarily.
Further, the first viewer client is added to the RTC link path after the first viewer client is determined.
Alternatively, if there is an audience client that interacts with the anchor client, the step of using the audience client that interacts with the anchor client as the first audience client may include: receiving an interaction request sent by the anchor client and starting the interaction request to the audience client; and if the interactive request is received, the audience client sending the interactive request is taken as a first audience client.
Specifically, the anchor client may select a part of the audience clients from the plurality of audience clients to initiate an interaction request, when the audience clients receive the interaction request sent by the anchor client, the anchor client may return an approval interaction message to the anchor client, and when the anchor clients receive the approval interaction message, the anchor client may start to perform an interaction operation with the audience clients.
Optionally, the anchor client may include an interactive key that when clicked by the anchor client, the anchor client sends an interactive request to the viewer client. The anchor client may send an interactive request to the spectator client, and the anchor client may also send an end interactive request to the spectator client. Specifically, when detecting an operation of clicking the interactive key for a single time, the anchor client sends an interactive request to the audience client; when the operation of clicking the interactive key twice is detected, the anchor client sends an interaction ending request to the audience client. The preset conditions for sending the interaction request and ending the interaction request can be set arbitrarily.
Further, when the anchor client picks part of the audience clients to send the interactive request, the audience clients can be picked according to the ID of the audience clients to send the interactive request.
The step of receiving the interaction request sent by the anchor client and sending the interaction request to the audience client includes: acquiring gift data sent by the audience client to the anchor client; and sending the interaction request to the audience client according to the gift data.
In the embodiment of the application, the gift system and the interactive system of the living broadcast room can be combined, and then the anchor client can select the interactive audience client by combining the gift data and the interactive data of the audience client. Specifically, the spectator may send a gift to the host when the spectator views the live game of the host through the spectator client. When the anchor selects a part of the audience clients from the plurality of audience clients through the anchor client to send the interaction request, the data of the gifts of the plurality of audience clients can be obtained in real time, and the designated audience clients are selected to send the interaction request according to the number of gifts or the total amount of gifts which are brushed by the audience for the anchor. For example, the anchor client may select the audience client with the largest amount of the display or the largest total amount of the display to send the interactive request, and further, the anchor client may combine the two data to select the designated audience client to send the interactive request.
S350: and taking the audience client which does not interact with the anchor client as a second audience client, and converting the RTC audio and video data after confluence into RTMP audio and video data.
As one way, the audience clients that do not interact with the anchor client among the audience clients of all the audiences watching the anchor are regarded as the second audience clients, that is, the normal audience clients. Wherein, the lack of interaction with the host player means that the host player does not play any one of the same screen game, wheat-linking interaction or exchange of game control rights.
And after the second audience client is determined, converting the RTC audio-video data after the confluence into RTMP audio-video data through transcoding operation. The transcoding operation may be an operation of converting RTC audio-video data into RTMP audio-video data by a specified transcoding rule.
S360: and sending the RTMP audio and video data to a content distribution node so as to push the RTMP audio and video data to the second audience client through the content distribution node.
As a way, after the RTMP audio/video data is obtained through the transcoding operation, the RTMP audio/video data is sent to the RTMP CDN node, and pushed to the audience client that does not interact with the anchor client through the RTMP CDN node.
According to the live broadcast interaction method provided by the embodiment, game control commands sent by the anchor client are received, corresponding game data are generated according to the received game control commands, then audio and video data sent by the anchor client are received, merging operation is carried out on the audio and video data and the game data, RTMP audio and video data are obtained after merging, if audience clients which interact with the anchor client exist in the audience clients, the audience clients which interact with the anchor client in the audience clients are used as first audience clients, the merged RTC audio and video data are pushed to the first audience clients through an RTC link channel, the audience clients which do not interact with the anchor client in the audience clients are used as second audience clients, the merged RTC audio and video data are converted into RTMP audio and video data, the RTMP audio and video data are sent to a content distribution node, and the RTMP audio and video data are pushed to the second audience clients through the content distribution node. By the method, different requirements of different live broadcast audiences can be met, the audiences are divided into common audiences and interactive audiences, and the identities of the common audiences and the interactive audiences can be switched at any time. Therefore, the low-delay and high-concurrency live broadcasting scenes can be simultaneously considered, the interactivity and the interestingness of the live broadcasting of the game can be improved, and the bandwidth resources of the server cannot be consumed too much.
Referring to fig. 6, a live broadcast interaction method provided in an embodiment of the present application is applied to a cloud game live broadcast platform, where the cloud game live broadcast platform is connected with a hosting client and a spectator client, and the cloud game live broadcast platform includes a cloud game server and a live broadcast server, and the method includes:
s410: a game instance is created for the spectator client such that the anchor client and spectator client each operate a game instance.
As one way, the spectator client is a spectator client that participates in the interaction. In the embodiment of the application, the cloud game server can newly create a game instance for the audience client participating in the interaction, two game instances can be simultaneously provided in the cloud game server, and then the anchor client and the audience client participating in the interaction can respectively operate the game instance. The cloud game server operates one game instance based on the game control instruction sent by the anchor client to generate first game data, and operates the other game instance based on the game control instruction sent by the audience client participating in interaction to generate second game data. After the first game data and the second game data are generated, the cloud game server sends the first game data and the second game data to the live broadcast server through the RTC link path.
S420: and receiving first game data sent after the anchor client operates a first game instance and second game data sent after the audience client operates a second game instance, and performing confluence operation on the first game data and the second game data to obtain the RTC game data after confluence.
As one way, after the live broadcast server receives the first game data and the second game data, the first game data and the second game data are subjected to merging operation according to a preset merging rule, so that the merged RTC game data are obtained. The merging operation can comprise merging one path of audio and video data which are spliced left and right, merging one path of audio and video data which are spliced up and down or merging one path of audio and video data which are spliced into a picture-in-picture.
As shown in fig. 7, an example game 1 is created after a cloud game server receives a live game request sent by a client for hosting, and after determining a client for interacting with the client for hosting, a new game 2 is created, so that the cloud game server may receive a game control instruction sent by the client for hosting and a game control instruction sent by the client for participating in the interaction through a control module, and the control module may operate the game 1 according to the game control instruction sent by the client for hosting to generate first game data; the control module may operate game instance 2 according to game control instructions sent by the spectator clients participating in the interaction, generating second game data. After the cloud game server generates the first game data and the second game data, the first game data and the second game data can be sent to a live broadcast server, a hosting client and an audience client participating in interaction through an RTC media service, a merging and transcoding module in the live broadcast server carries out merging operation on the first game data and the second game data to obtain the merged RTC game data, then the RTC game data is transcoded to obtain RTMP audio and video data, and the RTMP audio and video data is sent to an RTMP CDN node to be pushed to the audience client not participating in interaction through the RTMP CDN node.
By the method, when the interactive audience clients change, different interactive audience clients can operate the same game instance, so that different interactive audience clients can play with a host, strong interactivity between audiences and the host is realized, and substitution sense of the audiences is enhanced.
S430: and pushing the converged RTC game data to the audience client through a content distribution node.
The detailed explanation of the steps included in S430 may refer to the corresponding steps in the foregoing embodiments, and will not be repeated here.
According to the live broadcast interaction method provided by the embodiment, a game instance is created for the audience client, so that the main broadcasting client and the audience client respectively operate the game instance, first game data sent after the main broadcasting client operates the first game instance and second game data sent after the audience client operates the second game instance are received, the first game data and the second game data are subjected to confluence operation, the converged RTC game data are obtained, and the converged RTC game data are pushed to the audience client through a content distribution node. Through the method, when the interactive audience clients are changed, different audience clients can operate the same game instance, so that different audience clients can play together with the anchor client, strong interaction between the audience and the anchor is realized, and substitution sense of the audience is enhanced.
Referring to fig. 8, a live interaction device 500 provided in the present application operates on a cloud game live platform, where the cloud game live platform is connected to a hosting client and a viewer client, and the device 500 includes:
and a command receiving unit 510, configured to receive a game control command sent by the anchor client.
The data generation unit 520 operates the game based on the game control command, and generates corresponding game data.
And the merging unit 530 is configured to receive the audio/video data sent by the anchor client, and perform a merging operation on the audio/video data and the game data to obtain merged RTC audio/video data.
And the data pushing unit 540 pushes the merged RTC audio and video data to the audience client through a content distribution node.
The data pushing unit 540 is specifically configured to, if the audience client is a first audience client, push the merged RTC audio and video data to the first audience client; and if the audience client is a second audience client, pushing the converged RTC audio and video data to the second audience client through a content distribution node.
Further, the data pushing unit 540 is further configured to, if there is an audience client interacting with the anchor client in the audience clients, push the merged RTC audio and video data to the first audience client through an RTC link path by using the audience client interacting with the anchor client in the audience clients as the first audience client.
As a way, the data pushing unit 540 is further configured to receive an interaction request sent by a target audience client, and send the interaction request to the anchor client, where the target audience client is an audience client that initiates the interaction request in the audience clients; and if the interaction request is received, the target audience client is taken as a first audience client.
Alternatively, the data pushing unit 540 is further configured to receive an interaction request sent by the anchor client, and initiate the interaction request to the audience client; and if the interactive request is received, the audience client sending the interactive request is taken as a first audience client.
Optionally, the data pushing unit 540 is further configured to convert the merged RTC audio-video data into RTMP audio-video data by using, as a second audience client, an audience client that does not interact with the anchor client; and sending the RTMP audio and video data to a content distribution node so as to push the RTMP audio and video data to the second audience client through the content distribution node.
Referring to fig. 9, the apparatus 500 further includes:
a game creation unit 550 for creating a game instance for the spectator client so that the spectator client and the spectator client operate a game instance, respectively; receiving first game data sent after a first game instance is operated by the anchor client and second game data sent after a second game instance is operated by the audience client, and carrying out confluence operation on the first game data and the second game data to obtain the RTC game data after confluence; and pushing the converged RTC game data to the audience client through a content distribution node.
Referring to fig. 10, the present application provides a live interaction system 600, where the system 600 includes a hosting client 110, a cloud game live platform 620, and a viewer client 140, and the cloud game live platform 630 is connected to the hosting client 110 and the viewer client 140;
The cloud live platform 620 is configured to receive a game control command sent by the anchor client 110.
The cloud game live platform 620 is configured to operate a game based on the game control command, and generate corresponding game data.
The cloud game live broadcast platform 620 is configured to receive the audio and video data sent by the anchor client 110, and perform a merging operation on the audio and video data and the game data to obtain merged RTC audio and video data.
The cloud game live platform 620 is configured to push the merged RTC audio and video data to the audience client 140 through a content distribution node.
It should be noted that, in the present application, the device embodiment and the foregoing method embodiment correspond to each other, and specific principles in the device embodiment may refer to the content in the foregoing method embodiment, which is not described herein again.
A server provided in the present application will be described with reference to fig. 11.
Referring to fig. 11, based on the live interaction method and apparatus described above, another server 100 capable of executing the live interaction method is further provided in the embodiments of the present application. The server 100 includes one or more (only one shown) processors 102, memory 104, and a network module 106 coupled to one another. The memory 104 stores therein a program capable of executing the contents of the foregoing embodiments, and the processor 102 can execute the program stored in the memory 104.
Wherein the processor 102 may include one or more processing cores. The processor 102 utilizes various interfaces and lines to connect various portions of the overall server 100, perform various functions of the server 100 and process data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory 104, and invoking data stored in the memory 104. Alternatively, the processor 102 may be implemented in hardware in at least one of digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), programmable logic array (Programmable Logic Array, PLA). The processor 102 may integrate one or a combination of several of a central processing unit (Central Processing Unit, CPU), an image processor (Graphics Processing Unit, GPU), and a modem, etc. The CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for being responsible for rendering and drawing of display content; the modem is used to handle wireless communications. It will be appreciated that the modem may not be integrated into the processor 102 and may be implemented solely by a single communication chip.
The Memory 104 may include random access Memory (Random Access Memory, RAM) or Read-Only Memory (RAM). Memory 104 may be used to store instructions, programs, code sets, or instruction sets. The memory 104 may include a stored program area and a stored data area, wherein the stored program area may store instructions for implementing an operating system, instructions for implementing at least one function (e.g., a touch function, a sound playing function, an image playing function, etc.), instructions for implementing the various method embodiments described below, etc. The storage data area may also store data created by the terminal 100 in use (such as phonebook, audio-video data, chat-record data), etc.
The network module 106 is configured to receive and transmit electromagnetic waves, and to implement mutual conversion between the electromagnetic waves and the electrical signals, so as to communicate with a communication network or other devices, such as an audio playing device. The network module 106 may include various existing circuit elements for performing these functions, such as an antenna, a radio frequency transceiver, a digital signal processor, an encryption/decryption chip, a Subscriber Identity Module (SIM) card, memory, and the like. The network module 106 may communicate with various networks such as the Internet, intranets, wireless networks, or other devices via wireless networks. The wireless network may include a cellular telephone network, a wireless local area network, or a metropolitan area network. For example, the network module 106 may interact with base stations.
Referring to fig. 12, a block diagram of a computer readable storage medium according to an embodiment of the present application is shown. The computer readable medium 800 has stored therein program code which can be invoked by a processor to perform the methods described in the method embodiments described above.
The computer readable storage medium 800 may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read only memory), an EPROM, a hard disk, or a ROM. Optionally, the computer readable storage medium 800 comprises a non-volatile computer readable medium (non-transitory computer-readable storage medium). The computer readable storage medium 800 has storage space for program code 810 that performs any of the method steps described above. The program code can be read from or written to one or more computer program products. Program code 810 may be compressed, for example, in a suitable form.
The live broadcast interaction method, system, device, server and storage medium provided by the embodiment first receive a game control command sent by a hosting client, then operate a game based on the received game control command, generate corresponding game data, receive audio and video data sent by the hosting client, perform merging operation on the audio and video data and the game data to obtain merged RTC audio and video data, and finally push the merged RTC audio and video data to a spectator client through a content distribution node. By the method, the RTC live broadcast data is pushed to the audience through the content distribution node, so that the watching requirement of the audience can be met, and the bandwidth resource of the server can be saved.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present application, and are not limiting thereof; although the present application has been described in detail with reference to the foregoing embodiments, one of ordinary skill in the art will appreciate that: the technical scheme described in the foregoing embodiments can be modified or some technical features thereof can be replaced by equivalents; such modifications and substitutions do not drive the essence of the corresponding technical solutions to depart from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims (9)

1. The live broadcast interaction method is characterized by being applied to a cloud game live broadcast platform, wherein the cloud game live broadcast platform is connected with a host client and a spectator client, and the method comprises the following steps:
receiving a game control command sent by the anchor client;
operating a first game instance based on the game control command, and generating corresponding first game data;
receiving audio and video data sent by the anchor client, acquiring preset merging parameters, and carrying out merging operation on the audio and video data and the first game data based on the merging parameters to obtain merged RTC audio and video data, wherein the merging parameters comprise parameters of whether merging is carried out and how the audio and video to be merged are laid out, and the merging operation comprises at least one of merging one path of audio and video data which are spliced left and right, merging one path of audio and video data which are spliced up and down or merging one path of audio and video data which are spliced into a picture-in-picture;
If the audience client is a first audience client, creating a game instance for the first audience client, so that the anchor client and the first audience client respectively operate a game instance, wherein the first audience client is an audience client exchanging game control rights with the anchor client or playing a same screen game with the anchor client;
receiving second game data sent after the first audience client operates a second game instance, and performing confluence operation on the first game data and the second game data to obtain the confluent RTC game data;
pushing the converged RTC audio/video data to the first audience client;
pushing the converged RTC game data to the first audience client through a content distribution node;
if the audience client is a second audience client, pushing the converged RTC audio and video data to the second audience client through a content distribution node, wherein the second audience client is an audience client which does not interact with the anchor client;
and converting the merged RTC game data into RTMP audio/video data, and pushing the RTMP audio/video data to the second audience client through the content distribution node.
2. The method of claim 1, wherein if the viewer client is a first viewer client, pushing the merged audio-video data to the first viewer client comprises:
if the audience clients interact with the anchor client, the audience client which interacts with the anchor client in the audience clients is used as a first audience client, and the converged RTC audio and video data is pushed to the first audience client through an RTC link path.
3. The method of claim 2, wherein if there is an audience client of the audience clients that interacts with the anchor client, taking the audience client of the audience clients that interacts with the anchor client as a first audience client, comprises:
receiving an interaction request sent by a target audience client, and sending the interaction request to the anchor client, wherein the target audience client is an audience client initiating the interaction request in the audience clients;
and if the interaction request is received, the target audience client is taken as a first audience client.
4. The method of claim 2, wherein if there is an audience client of the audience clients that interacts with the anchor client, taking the audience client of the audience clients that interacts with the anchor client as a first audience client, comprises:
receiving an interaction request sent by the anchor client and starting the interaction request to the audience client;
and if the interactive request is received, the audience client sending the interactive request is taken as a first audience client.
5. The method of claim 4, wherein the receiving the interactive request sent by the anchor client and sending the interactive request to the viewer client comprises:
acquiring gift data sent by the audience client to the anchor client;
and sending the interaction request to the audience client according to the gift data.
6. The method according to any one of claims 2-5, wherein if the viewer client is a second viewer client, pushing the merged audio-video data to the second viewer client through a content distribution node includes:
Taking the audience client which does not interact with the anchor client as a second audience client, and converting the RTC audio and video data after confluence into RTMP audio and video data;
and sending the RTMP audio and video data to a content distribution node so as to push the RTMP audio and video data to the second audience client through the content distribution node.
7. The live broadcast interaction system is characterized by comprising a main broadcasting client, a cloud game live broadcast platform and a spectator client, wherein the cloud game live broadcast platform is connected with the main broadcasting client and the spectator client;
the cloud game live broadcast platform is used for receiving game control commands sent by the anchor client;
the cloud game live platform is used for operating a first game instance based on the game control command and generating corresponding first game data;
the cloud game live broadcast platform is used for receiving audio and video data sent by the anchor client, acquiring preset merging parameters, and carrying out merging operation on the audio and video data and the first game data based on the merging parameters to obtain merged RTC audio and video data, wherein the merging parameters comprise parameters of whether merging is carried out and how the audio and video to be merged are laid out, and the merging operation comprises at least one of merging one path of audio and video data which are spliced left and right, merging one path of audio and video data which are spliced up and down or merging one path of audio and video data which are spliced into a picture-in-picture;
The cloud game live platform is used for creating a game instance for a first audience client if the audience client is the first audience client, so that the anchor client and the first audience client respectively operate the game instance, and the first audience client is an audience client exchanging game control rights with the anchor client or playing the same-screen game with the anchor client; receiving second game data sent after the first audience client operates a second game instance, and performing confluence operation on the first game data and the second game data to obtain the confluent RTC game data; pushing the converged RTC audio/video data to the first audience client; pushing the converged RTC game data to the first audience client through a content distribution node; if the audience client is a second audience client, pushing the converged RTC audio and video data to the second audience client through a content distribution node, wherein the second audience client is an audience client which does not interact with the anchor client; and converting the merged RTC game data into RTMP audio/video data, and pushing the RTMP audio/video data to the second audience client through the content distribution node.
8. A server comprising one or more processors and memory; one or more programs are stored in the memory and configured to perform the method of any of claims 1-6 by the one or more processors.
9. A computer readable storage medium, characterized in that the computer readable storage medium has stored therein a program code, wherein the program code, when being executed by a processor, performs the method of any of claims 1-6.
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